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New Year’s Disaster: How Tom Shankland’s ‘The Children’ Holds Up in a Pandemic-Stricken World

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The Children

The vibe of family reunions has shifted significantly this year, no question about it. In a country that has been encouraged to stay home for the holidays, the traditional get-togethers for many families have either been called off or are being held in spite of guidelines. Even for families that are still meeting up this holiday season, Covid will likely dominate the talking points of the night. It has undeniably become too large to ignore.

What the pandemic has affected goes far beyond simply cancelling meetups or altering the topic of conversation. Our behavior and reactions to the world have shifted, becoming volatile and impulsive now that many of us are required to limit travel. The breaks that were afforded to us when we just needed to get out of the house for some breathing space are now limited as well, testing our patience with each other in the process.

Most of these situations are not usually considered horror stories by default; there’s a good chance that the supposed “spiraling” we witness in some people from these new rules may just come from things as minor as somebody leaving the toilet seat up one too many times. But the worst-case scenarios are often the kind that you may find in a horror story about people going mad in one specific location. 

2020 has had a number of these already, many of them unintentionally reflecting the state of the world no matter how much we try to avoid it. Films like The Lodge, Sea Fever, Host, #Alive, and Sputnik have either directly or indirectly explored isolation and distancing in some form, which is morbidly fitting for a genre that is most infamous for tackling subjects considered sensitive and taboo. And even in horror pre-2020, some of the most seemingly generic horror flicks now hit a little closer to home than they would have in a Covid-free world.

Take Tom Shankland’s 2008 New Year’s Eve horror-thriller, The Children, as an example of this. Shankland, who is perhaps more well-known to UK audiences as the director of the 2018 BBC adaptation of Les Misérables and the Primetime Emmy Award-nominated series The Missing, wrote and directed this indie horror film set around New Year’s Eve to little fanfare, apart from relatively solid reviews from critics and journalists. The film saw some love from various festivals and awards outlets, including at the Fangoria Chainsaw Awards, but it unfortunately became lost in a competitive sea of horror titles becoming more widely available by the minute with the ascending boom of the internet era.

There is no shame in coming across a low-budget horror film with a vague title at a video store and simply passing right through it to find something else. Though the internet had grown strong in power in 2008, physically seeking this out without many of the mainstream publications offering a review of it did not help the film break out to significant audiences. But today, with the internet now arguably our most reliable manner for finding whatever we need, The Children is only a click away on Tubi for free.

But not only is it more widely accessible to larger audiences, it manages to hit differently than it would have in the late 2000s. In a climate that has now been permanently affected by a pandemic, the chaotic unrest of what is intended to be a peaceful and fun New Year’s celebration becomes uncomfortably tied to the modern era past the 2020s. In a brief, but unruly 85 minutes, The Children manages to address the uneasy and unspoken tension that is commonplace for holiday reunions and bring its ugly truth to the forefront in brutal fashion.

The Children focuses on rebellious and incredibly 2000s teenager, Casey, and her family meeting up with her aunt’s family for the New Year. She comes with her distant mother Elaine, ambitious and slightly tone-deaf stepfather Jonah, perpetually nerve-wracked half-sister Miranda, and unusual loner of a brother, Paulie. That description alone already gives an idea of the kind of tension that will be present at Aunt Chloe’s house for the holidays.

The most outward tension comes from a mysterious illness that falls upon the kids overnight and by the morning of New Year’s Eve, they are either stricken by panic, melancholy, or pained coughs. The pet cat Jinxie is also missing, yet the adults aren’t any the wiser, letting their minor rivalries with each other take precedence over anything else even when the bodies begin to pile up, courtesy of the now-infected children.

In all its low-budget glory, The Children’s use of one main location as the setting for this story helps the stuffiness of the crowded house feel overwhelming, the openness of the outdoors only feeling like a slight extension to a hallway of stress. The conclusion of shit hitting the fan is inevitable, but the manner in how everything will fall apart feels clunky, messy, and chaotic, giving the ordeal an uncomfortable realness despite the goofy idea of kids suddenly turning into homicidal maniacs overnight.

Although the murder is (under normal circumstances) an exaggeration for the purpose to satisfy horror fans, The Children does nail one crucial aspect of the conflict presented here unnervingly well: the unpredictability of family implosion. More often than not, portrayals of families exploding at each other feel telegraphed in movies and shows. It’s easy to anticipate a specific scene as being the one where everything goes out in the open and though this is not inherently a mark of poor quality, it speaks more on the type of knowledge writers may or may not have on these types of situations.

The Children succeeds in this aspect by layering each scene with an underlying and brewing tension usually masked by civility and repression. When the two families begin to turn on each other and within, it never feels out of place since their issues with each other, such as how each couple views the others’ parenting styles, are hinted at during dialogue exchanges that turn polite before things go south. When you harbor an abnormally large amount of bitterness towards something, it will come to the surface with an explosion that can come from anywhere.

Of course, this is nothing new in regards to how families can sometimes act, especially for those who choose to bite their tongues the majority of the time. But in a pre-pandemic world, the façade was easier to keep up. People had plenty of reasons to not bring any of these issues up, whether they be nights out with their friends, going to the movies, burying themselves in their work, etc. But when those options are no longer as clear-cut as they once were, families with major underlying problems are now essentially forced to be around each other 24/7. 

The Children’s main conflict may not stem from the two families staying together for a long time, but the end result of complete implosion feels eerily similar to stories we hear nowadays about couples breaking up, divorcing, or getting into frequent fights with each other now that they hardly have anything to distract themselves from something they could have been ignoring. For as much as we can make fun of joke posts about people losing their minds in quarantine, some of these situations do end with implosion and The Children demonstrates the fragility of our supposed civil outer surface. Life-changing fights can occur at the drop of a dime; the families in the film just happened to have theirs when the kids transformed into little murderers.

Calling this film prophetic is perhaps giving it too much credit when it operates well on its own as a standalone domestic horror-thriller. Despite the strong story at its core, it is equally willing to entertain with this bizarre kids v. adults conflict that yields disturbing and bloody results. If you have a taboo desire to see a film in which nobody, especially “the children”, are safe from gruesome deaths, this will more than scratch that itch of yours.

But viewing this film at the beginning of the 2020s feels as though the premise is brought back down to Earth. The family conflict feels willing to tap into discussions many people would rather die than ever bring up, further loosening our public masks of civility in the process. If The Children has anything that will likely hold up even 10 years from now, it is how it unintentionally became an example of how social dynamics would shift in a year that hardly anybody could predict.

When families settle in for the holidays this year, it’ll be easy to turn sour on a time in our lives that has become overbearing and stressful like none other. But what The Children also demonstrates is how destructive family implosions can truly be. It is very much a worse-case scenario film in that regard. So while ringing in the New Year, it’s important to recognize the fragility and preciousness of true family time. Even when things seem like they are only getting worse, positive companionship of any kind can help us thrive where these two families simply couldn’t.

Editorials

Nintendo Wii’s ‘Ju-On: The Grudge’ Video Game 15 Years Later

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Nintendo Wii Ju-On

There was a moment in Japanese culture when writers and filmmakers began to update centuries-old fears so that they could still be effective storytelling tools in the modern world. One of the best examples of this is how extremely popular stories like Ringu and Parasite Eve began re-interpreting the cyclical nature of curses as pseudo-scientific “infections,” with this new take on J-Horror even making its way over to the world of video games in titles like Resident Evil (a sci-fi deconstruction of a classic haunted house yarn).

However, there is one survival horror game that is rarely brought up during discussions about interactive J-Horror despite being part of a franchise that helped to popularize Japanese genre cinema around the world. Naturally, that game is the Nintendo Wii exclusive Ju-On: The Grudge, a self-professed haunted house simulator that was mostly forgotten by horror fans and gamers alike despite being a legitimately creative experience devised by a true master of the craft. And with the title celebrating its 15th anniversary this year (and the Ju-On franchise its 25th), I think this is the perfect time to look back on what I believe to be an unfairly maligned J-Horror gem.

After dozens of sequels, spin-offs and crossovers, it’s hard to believe that the Ju-On franchise originally began as a pair of low-budget short films directed by Takashi Shimizu while he was still in film school. However, these humble origins are precisely why Shimizu remained dead-set on retaining creative control of his cinematic brainchild for as long as he could, with the filmmaker even going so far as to insist on directing the video game adaptation of his work alongside Feelplus’ Daisuke Fukugawa as a part of Ju-On’s 10th anniversary celebration.

Rather than forcing the franchise’s core concepts into a pre-existing survival-horror mold like some other licensed horror titles (such as the oddly action-packed Blair Witch trilogy), the developers decided that their game should be a “haunted house simulator” instead, with the team focusing more on slow-paced cinematic scares than the action-adventure elements that were popular at the time.

While there are rumors that this decision was reached due to Shimizu’s lack of industry experience (as well as the source material’s lack of shootable monsters like zombies and demons), several interviews suggest that Shimizu’s role during development wasn’t as megalomaniacal as the marketing initially suggested. In fact, the filmmaker’s input was mostly relegated to coming up with basic story ideas and advising the team on cut-scenes and how the antagonists should look and act. He also directed the game’s excellent live-action cut-scenes, which add even more legitimacy to the project.

Nintendo Wii Ju-On video game

The end result was a digital gauntlet of interactive jump-scares that put players in the shoes of the ill-fated Yamada family as they each explore different abandoned locations inspired by classic horror tropes (ranging from haunted hospitals to a mannequin factory and even the iconic Saeki house) in order to put an end to the titular curse that haunts them.

In gameplay terms, this means navigating five chapters of poorly lit haunts in first person while using the Wii-mote as a flashlight to fend off a series of increasingly spooky jump-scares through Dragon’s-Lair-like quick-time events – all the while collecting items, managing battery life and solving a few easy puzzles. There also some bizarre yet highly creative gameplay additions like a “multiplayer” mode where a second Wii-mote can activate additional scares as the other player attempts to complete the game.

When it works, the title immerses players in a dark and dingy world of generational curses and ghostly apparitions, with hand-crafted jump-scares testing your resolve as the game attempts to emulate the experience of actually living through the twists and turns of a classic Ju-On flick – complete with sickly black hair sprouting in unlikely places and disembodied heads watching you from inside of cupboards.

The title also borrows the narrative puzzle elements from the movies, forcing players to juggle multiple timelines and intentionally obtuse clues in order to piece together exactly what’s happening to the Yamada family (though you’ll likely only fully understand the story once you find all of the game’s well-hidden collectables). While I admit that this overly convoluted storytelling approach isn’t for everyone and likely sparked some of the game’s scathing reviews, I appreciate how the title refuses to look down on gamers and provides us with a complex narrative that fits right in with its cinematic peers.

Unfortunately, the experience is held back by some severe technical issues due to the decision to measure player movement through the Wii’s extremely inaccurate accelerometer rather than its infrared functionality (probably because the developers wanted to measure micro-movements in order to calculate how “scared” you were while playing). This means that you’ll often succumb to unfair deaths despite moving the controller in the right direction, which is a pretty big flaw when you consider that this is the title’s main gameplay mechanic.

Ju-on The Grudge Haunted House Simulator 2

In 2024, these issues can easily be mitigated by emulating the game on a computer, which I’d argue is the best way to experience the title (though I won’t go into detail about this due to Nintendo’s infamously ravenous legal team). However, no amount of post-release tinkering can undo the damage that this broken mechanic did on the game’s reputation.

That being said, I think it’s pretty clear that Shimizu and company intended this to be a difficult ordeal, with the slow pace and frequent deaths meant to guide players into experiencing the title as more of a grisly interactive movie than a regular video game. It’s either that or Shimizu took his original premise about the “Grudge” being born from violent deaths a little too seriously and wanted to see if the curse also worked on gamers inhabiting a virtual realm.

Regardless, once you accept that the odd gameplay loop and janky controls are simply part of the horror experience, it becomes a lot easier to accept the title’s mechanical failings. After all, this wouldn’t be much a Ju-On adaptation if you could completely avoid the scares through skill alone, though I don’t think there’s an excuse for the lack of checkpoints (which is another point for emulation).

It’s difficult to recommend Ju-On: The Grudge as a product; the controls and story seem hell-bent on frustrating the player into giving up entirely and it’s unlikely that you’ll unlock the final – not to mention best – level without a guide to the collectables. However, video games are more than just toys to be measured by their entertainment factor, and if you consider the thought and care that went into crafting the game’s chilling atmosphere and its beautifully orchestrated frights, I think you’ll find that this is a fascinating experience worth revisiting as an unfairly forgotten part of the Ju-On series.

Now all we have to do is chat with Nintendo so we can play this one again without resorting to emulation.

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